Burning Fury (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 627 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the greatwyrm after its Burning Fury activates.
Firey Body. Any creature that touches the greatwyrm or hits it with a melee attack takes 13 (2d12) fire damage
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Multiattack. The greatwyrm can use its Frightful Presence then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 21 (6d6) fire damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage and the target is grappled (escape DC 27) and is restrained until the grapple ends. The greatwyrm can only have two creatures grappled this way at a time.
Frightful Presence. Each creature of the greatwyrm's choice that is within 120 feet of the greatwyrm and aware of it must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours.
Spellcasting. The greatwyrm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
1/day each: bane, bones of the earth, dominate person, heat metal, hypnotic pattern, power word pain, suggestion
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.
Fire Breath (Recharge 5-6). The greatwyrm exhales fire in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 105 (30d6) fire damage. On a successful save, the creature takes half as much damage.
The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Detect. The greatwyrm makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of arcane energy. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 11 (1d8 + 7) force damage to its target, then disappears.
If the greatwyrm’s Burning Fury trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Cinder Sphere (Costs 2 Actions). The greatwyrm flares with fiery energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 27 Dexterity saving throw or take 18 (4d8) fire damage.
Lair and Lair Actions
An Ancient Red Greatwyrm's Lair
Ancient red greatwyrms lair in mountain badlands and high, isolated peaks and hills, preferring warm caverns in the rocky depths beneath those landscapes. Lairs with natural geothermal or lava vents are highly sought after, as these features create an environment ideally suited to the greatwyrms’ taste, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a greatwyrm as it sleeps.
With its hoard well protected deep within the lair, an ancient red greatwyrm spends as much of its time outside the mountain as in it. For an ancient red greatwyrm, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the greatwyrm's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Minions often attend greatwyrms in their lairs. These servants keep the place swept clean of refuse and watch out for intruders, while providing the imperious greatwyrm with subjects to bully and command. Some minions worship the greatwyrm and serve willingly, but others would escape if they could.
Ancient Red Greatwyrm Lair Features
The lair has the following features:
Caldera. The steep sides of the caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as creatures descend.
Pillared Hall. The greatwyrm sleeps in the large hall, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot.
Hoard. A side tunnel off the pillared hall descends 30 feet down a steep lava tube to a ledge above a pool of magma. Here the greatwyrm has piled a hoard that gleams in the dull red light.
Lair Actions
On initiative count 20 (losing initiative ties), the greatwyrm takes a lair action to cause one of the following effects; the greatwyrm can’t use the same effect two rounds in a row:
Noxious Smoke. A cloud of thick, dark, volcanic smoke fills a 20-foot-radius sphere centered on a point the greatwyrm can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature other than the greatwyrm that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Quaking Ground. A tremor shakes the lair in a 60-foot radius around the greatwyrm. Each creature other than the greatwyrm on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the greatwyrm can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
Spewing Lava. Magma erupts from a point on the ground the greatwyrm can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing an ancient red greatwyrm's lair is warped by the greatwyrm's magic, which creates one or more of the following effects:
Common Tremors. Small earthquakes are common within 6 miles of the greatwyrm's lair.
Desertification. Precipitation is almost nonexistent within 6 miles of the greatwyrm's lair, making the land parched and arid and most plant life withered and brown.
Fiery Senses. The greatwyrm can hear up to 30 feet through any open flame within 1 mile of the greatwyrm's lair.
Ominous Flames. Open flames within 6 miles of the greatwyrm's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
Planar Portals. Rocky fissures within 1 mile of the greatwyrm's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
Sulfuric Taint. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
If the greatwyrm dies, these effects fade over the course of 1d10 days.
Previous Versions
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